Sorry I wasn't clear, I didn't realise at the time that he was a target I could reach. Intention was to 5 foot step south and kill that Lemure. Shame to waste a crit on it but chose it to minimise the amount of melee getting to the group.

Ok, Morghrim splatters the one that would have been in front of Addie as well. With that in mind does Addie still want to use the action she stated? Where would Kevorin like to move to for his swing and miss as his original target never made it there.

Hopefully this will be the end of the re-write....rather bothersome way to start what should be the final fight of Book 2.

With no lemures immediately in Addie's face, we'll go ahead and revise her action.

Round One (Revised):

With a silent prayer to The Gentleman, Addie calls upon the power of her mysterious patron to place a hex on the tentacled creature, compelling it to fall asleep. At the same time, she reaches into her magical haversack retrieves one of her scrolls.

Standard action to use Slumber Hex on the large tentacled creature; Will save DC 16, if the save fails the creature falls asleep for 4 rounds. Move action to retrieve scroll of Enlarge Person from haversack.

Morghrim saw that his mighty swings were proving powerful enough without swinging as furiously as he had been. He stepped back and attuned his new Glaive to powerful energies he called from the realm of archons and it shimmered with golden light as he cut the lemure into two fleshy pieces with another swing.

Glaive is now treated as +4 (Bane- Outsider (Devil)). I assume that also covers the big one?

Does Bane get added to the enhancement bonus of a weapon in order to determine if it bypasses damage reduction? Don't think its relevant but i'm curious and don't have time to look it up. Anyone know? Also, third action, third 20 ;).

Valeron's spell blasts the Outcast King, both injuring and angering the foul beast.

I rolled the SR for you, Val. For all subsequent spell cast on the Outcast King, please make a SR check DC 16

Injured, but not deterred, the Outcast King unleashes a flurry of attacks at the man responsible for the deaths of all of its minions.

First a two massive tentacles slam into the inquisitor, with one of the strikes coiling around Morghrim, dragging him closer to the King.

Once the King has the inquisitor in his clutches, the two swords go to work on the inquisitor, one of the blades piercing the dwarf's flesh as the tentacle begins to crush him.

Ok, apparently the dice gods decided to pay Morghrim back for his earlier luck. Morghrim takes a massive 28 points of damage in total, 8 of which is Infernal Wounds. To make matters worse, I need a DC 14 Fort save from Morghrim or be sicked from the muck on top of it. You currently have the grappled condition (red dot in lower right corner) as well.

Wow I saw those rolls. Morghrim had to be in BE10 to attack last round (which is why I mentioned 'stepping back) so unless the creature has a reach greater than 10 feet, it would have had to 5 foot step or use a move action to reach him. The devil thing should be a bit closer as a result of that.

1d20 + 12 ⇒ (4) + 12 = 16 Fort, assumes Hardy/Steel Soul applies.

Edit: Also, I believe one of those sword swings was a miss. Morghrim's AC including the protection judgement he has up, is base 23. With -2 from lower dex in grapple, still AC21.

Edit: Also, I believe one of those sword swings was a miss. Morghrim's AC including the protection judgement he has up, is base 23. With -2 from lower dex in grapple, still AC21. And sword 2 didn't confirm based on that.

Ah, ok I was using the information that was in your stat line above. So instead of 45, you take 31, 11 of which is infernal. You are not staggered, but are still grappled. Keep in mind you can only use one hand when grappled. I'll edit the post above.

Addie delays casting the spell on her scroll and instead casts one of her few bardic spells, causing Morghrim to become coated in a slippery layer of grease. At the same time she reaches into her haversack and retrieves a second scroll.

Standard action to cast Grease on Morghrim, granting him a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to his CMD to avoid being grappled; duration 4 minutes (40 rounds). Move action to retrieve scroll of Glitterdust from haversack.

Addie casts her spell to help free Morghrim from the grip of the Outcast King. Kevorin, seeing little other alternative, jumps down into the waist-deep, sludge and plants his axe into the side of the creature.

Much to the half-orc's disappointment, most of the would seals as soon as the blade is removed.

Just a side note, since the Outcast King has the grappled condition as well, it can not make AoOs

Knowing that to break free and retreat would only mean the deadly tentacle would likely catch him again, Morghrim dropped his glaive and strained against the devil to instead control the grapple- keeping the beast from using its many swords and as he wrestled with the monstrous thing, he hoped Kevorin would bring it down fast.

Use silver or a align a weapon to the light, don't even think about using the elements! Kevorin he urged as he sought the half-orc's attention and spared a glance at the axe sheathed on his back my battleaxe, take it!

Valeron's holy energies flow over the Outcast King, harming the creature, but not to the extent that the Iomedaen priest would have liked.

Struggling with a rather tenacious dwarf hanging off of one of its tentacles, the Outcast King launches another flurry of attacks at the inquisitor, this time only a single blade finding its way past Morghrim's defenses.

Morghrim take 8 damage, it is infernal. The map hasn't really changed from the Round 2 map other than Kevorin being in (BF, 7). Feel free to post your Round 3 actions or if you would prefer to wait for an actual map update, that is fine too.

Just a note to our cleric, Morghrim is now on 5HP and bleeding fast... In case you don't keep an eye on his HP tracker in parentheses. I believe the inquisitor Healing judgement has a chance of stopping the bleeding if I make my CL check though so i'll try that this round either way...

Barely standing after the bleeding wounds inflicted upon him, Morghrim altered the power Shelyn granted him so that it healed his wounds rather than protected him.

The Outcast King roars in frustration, wondering how in Nine Hells it has managed to be pinned down by the tenacious dwarf, just before sending a flurry of tentacles, swords, and teeth at the inquisitor. The creature howls again as it flurry of attacks all fail to find their target.

It can't make a full attack when pinned- Link to pinned condition. Its actions are very strictly limited, as well as a -4 to AC on top of denied dexterity bonus. Made the fort save in previous post and judgement is now Healing, not Protection.

Where do you see that it cannot make a full attack. I see that it says it cannot move. Which is not the same as being denied move (equivalent) or standard actions (also known as staggered). A full attack is a full round action that uses the standard action and the move action. I saw the round 3 fort save, I need one every round you are in the muck. With the protection judgement gone, that would actually be two hits on Morghrim for 14 infernal damage.

"A pinned creature is tightly bound and can take few actions" is pretty explicit, although poorly defined. "A pinned character is limited in the actions it can take" is better and then it goes on to list what actions said person can take. It wouldn't specifically then call out you can't full attack because that's already implied, much like it doesn't say you can't full attack when your tied up or dying or dead...

Done multiple forum searches on this, although even before I did I was absolutely certain. In 3.5, it was even harsher. Your only permitted action was to escape the grapple.

The intent is very clear and the 3.5 rules worked in the same way.

Pinned would be absolutely rubbish if the pinned person could still make a full attack.